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federally

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Everything posted by federally

  1. Unless you are using DRE and FAR. Then re entering the atmosphere with some goofy ass ship covered in science modules just doesn't work.
  2. Enhanced Nav Ball is the single most amazing mod. It makes life so much easier! Being able to see all the maneuver node markers on the nab ball is glorious.
  3. There is already a mod that has this, along with other cool Rover and Probe science bits. It's called Dmagics Orbital Science. It has great parts with great models and animations and plays wonderfully with SCANsat. Any way, back to the mod the thread is about. I'm very excited to try your mod out when I get home, it looks like you've done a wonderful job. Now if only I can get someone to make a mod that adjusts the tech tree so all this extra science is more needed!
  4. Could I request we get a new tube that matches the diameter of the new parts?
  5. How are you building the craft? I've had this problem before when I built the wings with symmetry on, making both at the same time. I've avoided the bug by building one wing fully, then grabbing its base and turning symmetry on to install two finished wings at the same time.
  6. While I agree with your problems I think your solutions are all broken. The tech tree doesn't make sense, particularly after ARM. The big giant Rockets unlock too early, the parts you use to get science tend to unlock late and as you point out things that should unlock early unlock late. Lastly it's way way too easy to really burn through the entire tree once you figure out a couple decent techniques. I mean the way it is now it's much easier to just build a big ass rocket to farm oodles of science then it is to build a more proper low tech Apollo style mission. The solution I think is to rebalance the tree. Make it take much more points overall to unlock the whole thing but totally change the arrangement of the tree itself. Make it harder to unlock new rockets, easier to unlock science stuff and parts that make your current rockets more adaptable, like docking ports, easier.
  7. No thanks. I think is perfect the way it is where I get to pick Kerbals based on whether or not I like their name and the stats merely affect what faces they make. Having to deal with picking the right one to pilot a ship would be irritating. The ship should succeed or fail based on my design and my flying. Not based on some arbitrary stat on my Kerbal.
  8. You mean I'm wasting my time trying to balance out the placement of batteries? That's annoying. I like your suggestion OP. Parts should have mass and I think you're suggestion seems like a good way to achieve this without creating annoying gameplay by having to balance every little part for weight and not make it harder on calculations.
  9. A day is how long it takes the planet to rotate around it's axis and a year is how long it takes a planet to complete a full trip around it's star. The terms are not specific to Earth, so qualifying with which bodies days and year you are referring too is just a necessary thing. Unless of course you also want to come up with ways to misspell these words to describe a Mars day/year, a Jupiter day/year, a Neptune day/year, a Moho day/year etc etc etc. I think you'd quickly run out of options.
  10. So much this! I'll buy the game a second time if Squad fixes this nonsense.
  11. I haven't done a manned landing but the probe I landed there and flew around hitting biomes was not aerodynamic. I am on my phone so I can't post a screen shot. It was a center tank with for tanks mounted radially around it. Then some stuff stacked on top of the center tank. I brought and deployed a drogue chute to help slow me down and keep the ship oriented properly since it was so not aero. Really you need to plan a Duna landing like it's on a body with no atmosphere. You will get hardly any drag and will need power to slow down. I also have DRE installed and had heat shields installed over the engines but they were completely pointless as entry heat was negligible.
  12. I hate having to press G twice for landing gear. It's such a dumb and annoying little thing Squad did messed up that causes that.
  13. I currently have three missions in progress. One is a probe on its way to Moho, it's next maneuver node is 22 days away, then a probe on its way to Jool, it's encounter is about 300 days away, and a petty big three man mission to Duna with an encounter in 199 days.
  14. but it used to have a flame. This was on purpose? I must have missed something
  15. Trying now! Edit: I followed your instructions and there is no change. If it helps this is what the poodle looks like
  16. The new parts really messed up the tech tree in my opinion. Once you get the node with the mainsail and the new liquid fueled boosters getting huge payloads into orbit is trivial and the rest of the science can do easily be earned all the challenge is removed. Then again in the beginning you are so limited on parts the few first launches are boring because of how little toy can do on them. So I think the missions after you get the first two or three upgrades are really the most exciting. You have enough parts to make an interesting rocket and set some exciting goals, but you're still limited enough that it's a challenge to build and fly successfully.
  17. I deleted mine. I get rid of all of the orange suits every time in my careers. Then I turn permadeath on and use Final Frontier to track the accomplishments of the rest of my Kerbal.
  18. I have a problem. The poodle has no flame effect anymore in 23.5. It's just the poodle that is missing it's effect, i've reinstalled the mod a few times. Anyone have a clue what is going on?
  19. I haven't even played 23.5 yet. I'm still hooked on the modded up .23 career i'm in there middle of. The lure of new parts and asteroids just isn't enough to drag me away from it. Though I'm really thinking about making the switch just for the improved performance a lot of folks have mentioned.
  20. As someone who had a newly launched satellite get destroyed 10 seconds later by an old defunct satellite due to a collision I disagree with this statement!
  21. Thanks a lot everyone. I will look into every suggestion for sure!
  22. I'm looking rm for suggestions on good atmospheric tunes that go well with KSP. Anyone have any suggestions?
  23. You can't expect anything remotely resembling realism with the games current aero model.
  24. They won't all actually hit Kerbin. Very few should ever enter a direct intercept course and activating then doesn't change their trajectory anyway.
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